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[Feature Request] Speetree importer imporvements

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    [Feature Request] Speetree importer imporvements

    hi, in our project i have to regularly reimport huge amounts of speedtrees, which can be tedious currently
    here are my suggestions to improve the situation:
    • automatic sorting of materials and textures into subfolders
    • batch importing without confirming each single tree
    • saving of default import settings
    • reimporting without import dialog, like with all other assets also
    • recognizing of multiple atlas folders selection to batch import all folders at once



    best regards
    sascha

    #2
    1+ This would surely reduce headaches caused by the painful process of mass importing new and/or updated SpeedTree foliage assets and I like your suggestion to automatically sort the imports into sub-folders, though I feel there should be an importer setting on whether to enable or disable that function or modify the sub-folder structure paths the files will be created in.
    Regards,
    Benjamin D. Smith

    Founder & CEO | Binary Sword Pty Ltd
    Currently working on: ODIN Tracker (UE4 Plugin)

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      #3
      thank you, also a lod distance (screen size) multiplier directly in the import dialogue would be perfect. since the lod distances are not patched in the property matrix. and you have to set these manually for every single tree.
      or alternatively patch this property for the speedtree actor for that it will be exposed in the property matrix

      Comment


        #4
        Hi everyone,

        Thank you for your requests. I have entered several feature requests to be considered by the development staff:

        UE-11654
        UE-11655
        UE-11657
        UE-11658
        UE-11659
        Adam Davis | Marketplace Support | Epic Games
        How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

        Comment


          #5
          Hi [PB]Aphexx,

          We are looking more into some of these and found some degree of confusion with some of the terminology used. When you say "Atlas folder", can you specify what you mean?
          Adam Davis | Marketplace Support | Epic Games
          How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

          Comment


            #6
            Originally posted by Adam Davis View Post
            Hi [PB]Aphexx,

            We are looking more into some of these
            Guys, thank you so much!
            Originally posted by Adam Davis View Post
            and found some degree of confusion with some of the terminology used. When you say "Atlas folder", can you specify what you mean?
            ah yes. see, when handling copious amounts of trees, the standard speedtree workflow involves compiling the trees (in the speedtree compiler) into different texture atlases
            Click image for larger version

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            this leaves an atlas folder for each created atlas in the compiled directory.
            Click image for larger version

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            when the importer would support folder selections to batch import, this would help speeding up the import process.
            that's all.

            but another suggestion came to my mind that i forgot in the first post.
            Automatic creation of instanced materials at import time.
            currently each tree material is a single shader. most of the time these shaders are the same for different trees. only textures are different.
            so when the importer could create a master shader and then assign material instances to the trees, this would also be helpful.

            thanks again for looking into it! you're awesome!
            Last edited by Aphexx100; 03-18-2015, 06:53 PM.

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